In the Amethyst Hills, where the Numenera game will be taking place, the position of the ruling family and the various divinities worshiped (or at least acknowledged) by the people are intertwined. As such, since the game will be continuing in a few weeks and alternating with the Eclipse Phase campaign, today I’ll be looking at the gods of the region and their interactions with humanity.
The Spiregod is also known as the Sleeping God, as it dwells in a silvery spire that rises up from a complex adjacent to the Argent Palace where the ruling family dwells. The priesthood of the god speak of Connection to the divinity, linking their minds to the slumbering being in hopes of finding a mind interesting enough to stir it to wakefulness for a period. Such people are called Speakers, as the god pours knowledge into them and compels them to speak of esoteric and alien things. Some of these things have been explored by the priesthood and developed into sacred tools or rituals, while others have been sold or gifted to the other priesthoods. The current leader of the Faith of the Spiregod is Ramuel, a genderless human with rows of ports and jacks along their spine for Connecting.
The Searing One is a god-beast that dwells in the Azure Cleft, a split in the mountains that border the land on the western side. Said to be impossibly large and have breath hot enough to make stone glow, it isn’t so much worshiped as placated by the priests who serve it; monthly offering of food placed at the opening of the Cleft by the lowliest acolytes. The offerings have usually disappeared within a few days, with scarring on the rocks to show where the god had been, but the last few months have seen the offerings slowly rot away. Some fear the god has died – or worse, left the Cleft to wander the rest of the Hills. The leaders of the Warden of the Cleft are a pair of siblings from the town of Azure at the base of the mountain; a pair of jacks with power over fire.
The Riven God is the name given to the erratic presence that inhabits the Rusting Halls, a colossal construct/structure north of the Wilt. It manifests at times in a friendly fashion, guiding the lost through the Halls to hidden treasures or safe routes out; at other times it appears hostile, sending hungry nano-spirits and lurching automatons after explorers of the Halls. Some suggest that the god has a split mind, or that there might be two – or more – such beings in the Halls. The Riven Order, like the God, is split in two; one seeks to emulate the benign aspect, offering their services as guides and sages about the area, while the other jealously guards the secrets of the Halls as their own. Unfortunately, both use the same sigil, and the jealous sect take delight in emulating their nobler brethren.
Atum, the Whispering Light is the name given by the Disciples of Light for their deity, a being that manifests as a complex hologram at times in the southern reaches of the region. The Disciples claim to be able to translate the flickering symbols and schematics that make up the god’s form, and use it to cast prophecies in exchange for donations. Their leader, a mutant with glowing eyes and a sword of solid light, does seem to have an eerie gift for telling the future. Some think she can actually manipulate chance to make her prophecies more likely to come true.
Roth is the name of the local manifestation of the Iron Wind, which wanders the landscape as a mile-high vortex of rust-red dust that mostly remains in the Deserts of Ruin and the Searing Sea west of the mountains. Those who seek out this god are often those who feel they have nothing left to lose, seeking absolution, salvation, or release in the embrace of the transforming wind. Those who survive tend to find themselves as leaders of small cults dedicated to Roth, encouraging others to follow their path and find out if the god will judge them worthy of life.
Ettria is a god without a manifestation; said to be a deity of life and growth, it has a strong following among the farmer and ranchers of the region, who attribute their good and ill luck to the pleasure or annoyance of the deity. The high priest is traditionally based in the Argent Palace, but the last one went missing during the coup and no one has stepped up to fill the gap. Those who manifest unusual healing abilities are said to have been chosen by the deity.
The Sagacious don’t actually follow a god, but they do revere the powers of the lost past, deifying the civilizations that came before and casting the present world as one fallen into darkness and sin. They study the secrets of the numenera, hoping to unlock the secrets of history and restore humanity to the exalted state they believe the species once had. They very carefully come up with explanations and justifications for why so much of the ancient technology seems designed for distinctly inhuman beings.
And there are the key religious powers of the Amethyst Hills! We’ll come back to them later, to discuss the benefits and requirements of joining each, and the interactions of the followers of each organization.
Until next time!